Is everyone else as busy as I am this time of year? Sheesh. It’s non-stop fun.
But I have had some time for Spirits of Gaia, and since the last time I wrote here, I’ve made some changes to the design. Those made me happy, but they also were pretty significant, and so I decided to scrap and recode the game. Yes, all of it. Well, I’m reusing big chunks, but in a less “oh god, what the heck am I doing?!” sort of way. I’ve learned a lot, and now I’ve undertaken the real thing.
The design took a while to figure out. I actually went back to an idea that I had previously cut, after realizing that I cut too much. Now, I have more confidence that this game will be good. I was struggling to figure out the fun before, but that key change (hinted at by the screenshot) broke the dam.
In terms of actual art, this isn’t representative. In terms of art style, this is what I want the game to look like. I’m using photo collage. It’s really fun, and I don’t think that people will die when they look at the game (unlike the old version).
Given all the other constraints I’m working around, this is a pretty good compromise. I’m sure a real artist could do much better, but I’ll wrangle with that thought when I have some money to give to said artist for his or her services!
This version isn’t beautiful, and as I said, this isn’t the “real” art, and certainly I want to jettison those ugly default buttons. That won’t happen for a while. I’m still getting the interface navigation skeleton laid out, but there are some slick transitions and moving parts to make it fun to use already. There’s going to be a lot of polish on the details, because I like shiny games!
I wish you all much merriment this holiday season, and I shall return soon with more news! Thanks for reading.
–Jason
